i have bought the personal licese of construct2 but i have encountered some problems:

1) publish with node web kit to exe for desktop...create the exe for win 37mb and for mac os x 70mb????? this is not normal ....from a source of 1-2 mb in html5....What's Wrong???? It's to heavy...how i can distribute them????

2) when i push button deploy for android...make the same things like html5 source code...and i must use external service like phonegap or cocunoojs to deploy my games....what's wrong????

In the free licence i coudn't test these problems....construct2 is ok...but the process for publish...not.... can you fix it???

1)publish node web kit to exe adds chrome wrap around to installition so that game runs that is the size. Nothing wrong with this. Its perfectly normal.

exe files are generally 100mb.

2) Yes, and Yes, read the tutorials on how to do this. And good luck.Welcome to the app nightmare. Html5 was designed to work on any platform, and save us countless hours of porting our apps to android, iOS, windows 8 , amazon, etc etc etc.

You think you can do these things, but you can't, Nemo!Just keep reading.Just keep learning.

Thanks a lot to everybody.... if i knew before these problems... i will not buy construct2....this is a very bloking development for me....but in any way i will try to work with it... hoping for an upgrade that fix all these problem...as soon as possible...

fasasoftware wrote:Thanks a lot to everybody.... if i knew before these problems... i will not buy construct2....this is a very bloking development for me....but in any way i will try to work with it... hoping for an upgrade that fix all these problem...as soon as possible...

1. Unlikely to change, as those wrappers tend to try and go for feature completeness (a browser with a simplified GUI/without the chrome, basically). I really don't see the problem though. It's not as if a 100MB game would be anything of particular specialty. It's rather common for games to require quite a bit of hard-disk space. Generally, space requirements will be more balanced the bigger the game gets, as most of the space will be taken by your own digital assets.

2. Publishing to mobile platforms is generally more involved, even for native apps. Using tools like Phonegap Build and CocoonJS is as easy as it could possibly get.

Anyways. If more optimized applications are what you're after, you should really look into C/C++ or, heck, even modern BASIC. HTML5 is, essentially, an interpreted language. Games programmed in HTML/Javascript need an interpreter, be it your browser or a modern wrapper. The only possible way to decrease the size of such an interpreter is to either refactor the whole code or remove features. Thanks to the nature of open source and FOSS, you can do both.

PS: You might also want to take a look into compression. Before deploying any of my works (even the smallest application written in C ), I usually try to compress assets as far as I can without sacrificing quality. I also create installers for every OS. For Windows, I can recommend NSIS. It's free and quite a fun experience.